﻿/*
 *  PAPER    ON   ERVIS  NPAPER ISION  PE  IS ON  PERVI IO  APER  SI  PA
 *  AP  VI  ONPA  RV  IO PA     SI  PA ER  SI NP PE     ON AP  VI ION AP
 *  PERVI  ON  PE VISIO  APER   IONPA  RV  IO PA  RVIS  NP PE  IS ONPAPE
 *  ER     NPAPER IS     PE     ON  PE  ISIO  AP     IO PA ER  SI NP PER
 *  RV     PA  RV SI     ERVISI NP  ER   IO   PE VISIO  AP  VISI  PA  RV3D
 *  ______________________________________________________________________
 *  papervision3d.org • blog.papervision3d.org • osflash.org/papervision3d
 */

/*
 * Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
 *
 * Permission is hereby granted, free of charge, to any person
 * obtaining a copy of this software and associated documentation
 * files (the "Software"), to deal in the Software without
 * restriction, including without limitation the rights to use,
 * copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following
 * conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 * OTHER DEALINGS IN THE SOFTWARE.
 */

// ______________________________________________________________________
//                                                                 Face3D

package org.papervision3d.core.geom.renderables;

import org.papervision3d.core.math.Number3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.core.proto.MaterialObject3D;
//import org.papervision3d.core.proto.*;
import org.papervision3d.core.render.command.IRenderListItem;
import org.papervision3d.core.render.command.RenderTriangle;
import org.papervision3d.materials.BitmapMaterial;
import org.papervision3d.materials.special.CompositeMaterial;
import org.papervision3d.objects.DisplayObject3D;	

/**
* The Face3D class lets you render linear textured triangles. It also supports solid colour fill and hairline outlines.
*
*/
class Triangle3D extends AbstractRenderable, implements IRenderable
{
	/**
	* An array of Vertex3D objects for the three vertices of the triangle.
	*/
	public var vertices :Array<Vertex3D>;

	/**
	* A material id TODO
	*/
	public var _materialName :String;

	/**
	* A MaterialObject3D object that contains the material properties of the back of a single sided triangle.
	*/
//	public var materialBack :MaterialObject3D;
	
	public var uv0:NumberUV;
	public var uv1:NumberUV;
	public var uv2:NumberUV;
	
	public var _uvArray:Array<NumberUV>;
	// ______________________________________________________________________

	/**
	* [read-only] The average depth (z coordinate) of the transformed triangle. Also known as the distance from the camera. Used internally for z-sorting.
	*/
	public var screenZ :Float;

	/**
	* [read-only] A :Bool value that indicates that the face is visible, i.e. it's vertices are in front of the camera.
	*/
	public var visible :Bool;	

	/**
	* [read-only] Unique id of this instance.
	*/
	public var id :Float;
	
	/**
	 * Used to store references to the vertices.
	 */
	public var v0:Vertex3D;
	public var v1:Vertex3D;
	public var v2:Vertex3D;
	
	/**
	 * The face normal
	 */
	public var faceNormal:Number3D;
	
	/**
	 * The transformed Face3DInstance
	 */
	//public var face3DInstance:Triangle3DInstance;
	
	/**
	 * The do3d instance this triangle belongs too.
	 */
	//public var instance:DisplayObject3D;
	
	/**
	 * stores the material for this face.
	 */
	public var material:MaterialObject3D;
			
	//To be docced
	public var renderCommand:RenderTriangle;
	
	private static var _totalFaces:Float = 0;
	
	/**
	* The Face3D constructor lets you create linear textured or solid colour triangles.
	*
	* @param	vertices	An array of Vertex3D objects for the three vertices of the triangle.
	* @param	material	A MaterialObject3D object that contains the material properties of the triangle.
	* @param	uv			An array of {x,y} objects for the corresponding UV pixel coordinates of each triangle vertex.
	*/
	public function new(do3dInstance:DisplayObject3D, vertices:Array<Vertex3D>, material:MaterialObject3D=null, uv:Array<NumberUV>=null )
	{
		super();
		
		this.instance = do3dInstance;
		
		
		//Setup this instance
		//face3DInstance = new Triangle3DInstance(this, do3dInstance);
		
		faceNormal = new Number3D();			//trace("triangle3d: vertices:" + vertices + ", " + vertices.length);
		// Vertices
		if(vertices != null && vertices.length == 3){
			this.vertices = vertices;
			v0 = vertices[0];					
			v1 = vertices[1];
			v2 = vertices[2];			//trace( " " + v0.vertex3DInstance.visible + v1.vertex3DInstance.visible + v2.vertex3DInstance.visible);
			createNormal();
		}else{
			vertices = [];
			v0 = vertices[0] = new Vertex3D();
			v1 = vertices[1] = new Vertex3D();
			v2 = vertices[2] = new Vertex3D();
		}
		
		// Material, if passed from a materials list.
		this.material = material;
		this.uv = uv;
		this.id = _totalFaces++;
		
		this.renderCommand = new RenderTriangle(this);	 
	}
	
	public function reset(object:DisplayObject3D, vertices:Array<Vertex3D>, material:MaterialObject3D, uv:Array<NumberUV>):Void{
		
			this.instance = object; 
			this.renderCommand.instance = object;
			this.renderCommand.renderer = material;
			
			this.vertices = vertices;
			updateVertices();
			//createNormal();

			this.material = material;
			this.uv = uv;
			
			if(Std.is(material, BitmapMaterial)){
				var bm:BitmapMaterial = untyped material;
				untyped (material).uvMatrices.set(this.renderCommand,  null); 
				//bm.uvMatrices
				
			}
			
			if (Std.is(material, CompositeMaterial)) {
				var cm:CompositeMaterial = untyped material;
				for(mat in cm.materials){
					
					if(Std.is(mat, BitmapMaterial)){
						
						untyped (mat).uvMatrices.set(this.renderCommand, null);
						
					}
				}
			}
			
			
	}
	
	public function createNormal():Void
	{
		var vn0:Number3D = v0.getPosition();
		var vn1:Number3D = v1.getPosition();
		var vn2:Number3D = v2.getPosition();	
		vn1.minusEq(vn0);
		vn2.minusEq(vn0);
		faceNormal = Number3D.cross(vn1,vn2,faceNormal);
		faceNormal.normalize();
	}
	
	override public function getRenderListItem():IRenderListItem
	{
		return renderCommand;
	}
	
	public function updateVertices():Void
	{
		v0 = vertices[0];
		v1 = vertices[1];
		v2 = vertices[2];
	}
	
	/**
	* An array of {x,y} objects for the corresponding UV pixel coordinates of each triangle vertex.
	*/
	public var uv(get_uv, set_uv):Array<NumberUV>;
	private function set_uv(uvs:Array<NumberUV>):Array<NumberUV>
	{
		if(uvs != null && uvs.length == 3){
			
			uv0 = uvs[0];
			uv1 = uvs[1];
			uv2 = uvs[2];
		}
		_uvArray = uvs;
		return _uvArray;
	}
	
	private function get_uv():Array<NumberUV>
	{
		return _uvArray;	
	}
	
	
}
